Aetheria/Assets/Scripts/ServerShared/LoadoutGenerator.cs
Meta Vens 8d93b937bc Author manufacturer variation as faction products
A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.

This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 01:12:12 +02:00

281 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
public class LoadoutGenerator
{
public Random Random;
public ItemManager ItemManager { get; }
public Galaxy Galaxy { get; }
public GalaxyZone Zone { get; }
public Faction Faction { get; }
public float PriceExponent { get; }
public LoadoutGenerator(
ref Random random,
ItemManager itemManager,
Galaxy galaxy,
GalaxyZone zone,
Faction faction,
float priceExponent)
{
Random = random;
ItemManager = itemManager;
Galaxy = galaxy;
Zone = zone;
Faction = faction;
PriceExponent = priceExponent;
}
public EntityPack GenerateShipLoadout(Predicate<HullData> hullFilter = null)
{
var (hullProduct, hullData) = RandomHull(HullType.Ship, hullFilter);
if(hullData==null)
{
ItemManager.Log("Unable to generate ship loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
if(hull==null)
ItemManager.Log("WHAT???");
var entity = new Ship(ItemManager, null, hull, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
return EntitySerializer.Pack(entity);
}
public OrbitalEntityPack GenerateTurretLoadout()
{
var (hullProduct, hullData) = RandomHull(HullType.Turret);
if(hullData==null)
{
ItemManager.Log("Unable to generate turret loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
}
public OrbitalEntityPack GenerateStationLoadout()
{
var (hullProduct, hullData) = RandomHull(HullType.Station);
if(hullData==null)
{
ItemManager.Log("Unable to generate station loadout: no compatible hull found!");
return null;
}
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
// Hardpoint gear goes in first so the docking bay can only take space that gear left free
EquipHardpoints(entity);
var emptyShape = entity.UnoccupiedSpace;
var (dockingBayProduct, dockingBayData) = RandomProduct<DockingBayData>(2, item => item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (dockingBayData == null) throw new InvalidLoadoutException("No compatible docking bay found for station!");
dockingBayData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
var dockingBay = ItemManager.CreateInstance(dockingBayProduct) as EquippableItem;
dockingBay.Rotation = cargoRotation;
if (!entity.TryEquip(dockingBay, cargoPosition))
{
throw new InvalidLoadoutException("Failed to equip selected docking bay!");
}
FillInterior(entity);
var cargo = entity.CargoBays.First();
var inventory = RandomProducts<EquippableItemData>(16, 1,
data => !(data is HullData hull && hull.HullType != HullType.Ship) && !(data is CargoBayData))
.OrderByDescending(entry => entry.design.Shape.Coordinates.Length);
foreach (var entry in inventory)
{
var instance = ItemManager.CreateInstance(entry.product);
cargo.TryStore(instance);
}
entity.CanTow = hullData.CanTow;
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
}
// Every entity needs a hull, so hulls are always required
public (FactionProductData product, HullData design) RandomHull(HullType type, Predicate<HullData> hullFilter = null)
{
return RandomProduct<HullData>(0, item =>
(hullFilter?.Invoke(item) ?? true) &&
item.HullType == type, required: true);
}
// What a faction makes is which products it has, so generation selects branded products rather than designs.
// Products normally come only from manufacturers present in the galaxy and known to the zone's faction; a
// required item falls back to any manufacturer when none of those make one, which means the product table
// lacks variety, so it is logged rather than hidden.
public (FactionProductData product, T design)[] RandomProducts<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
.Select(product => (product, design: ItemManager.ItemData.Get<CraftedItemData>(product.Design) as T))
.Where(entry =>
entry.design != null &&
entry.design.Price > 0 &&
entry.product.Manufacturer != Guid.Empty &&
(filter?.Invoke(entry.design) ?? true))
.ToArray();
var available = candidates.Where(entry => IsAvailable(entry.product)).ToArray();
var preferManufacturers = true;
if (available.Length == 0 && required && candidates.Length > 0)
{
ItemManager.Log($"No {typeof(T).Name} product available from manufacturers known to {Faction?.Name ?? "this galaxy"}; using any manufacturer. The product table needs more variety.");
available = candidates;
preferManufacturers = false;
}
return available.WeightedRandomElements(ref Random, entry =>
(preferManufacturers ? ManufacturerPreference(entry.product.Manufacturer) : 1) *
pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
count);
}
private bool IsAvailable(FactionProductData product) =>
Galaxy.IsPrelude ||
Galaxy.ContainsFaction(product.Manufacturer) && (Faction == null || Faction.Allegiance.ContainsKey(product.Manufacturer));
// Prioritize products from the zone faction and its allies, penalizing distance to the manufacturer's headquarters
private float ManufacturerPreference(Guid manufacturer)
{
if (Faction == null) return 1;
var allegiance = manufacturer == Faction.ID ? 1 :
Faction.Allegiance.TryGetValue(manufacturer, out var a) ? a : 0;
var home = Galaxy.HomeZones.FirstOrDefault(h => h.Key.ID == manufacturer).Value;
var distance = home != null && Zone?.Distance != null && Zone.Distance.TryGetValue(home, out var d) ? d : 0;
return allegiance / (1 + distance);
}
public (FactionProductData product, T design) RandomProduct<T>(float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
return RandomProducts(1, sizeExponent, filter, required).FirstOrDefault();
}
public (FactionProductData product, T design) RandomProduct<T>(HardpointData hardpoint, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
{
return RandomProduct<T>(sizeExponent, item => item.HardpointType == hardpoint.Type &&
(filter?.Invoke(item) ?? true) &&
item.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _) &&
item.Shape.Coordinates.Length==hardpoint.Shape.Coordinates.Length, required);
}
private void OutfitEntity(Entity entity)
{
EquipHardpoints(entity);
FillInterior(entity);
}
private void EquipHardpoints(Entity entity)
{
var hullData = ItemManager.GetData(entity.Hull) as HullData;
foreach (var v in hullData.Shape.Coordinates) entity.HullConductivity[v.x, v.y] = true;
var previousProducts = new List<(FactionProductData product, GearData design)>();
foreach (var hardpoint in hullData.Hardpoints.OrderByDescending(h=>h.Shape.Coordinates.Length))
{
if (hardpoint.Type == HardpointType.ControlModule)
{
var (controllerProduct, controllerData) = RandomProduct<GearData>(hardpoint, 2,
item => item.Behaviors.Any(b => entity is Ship && b is CockpitData || entity is OrbitalEntity && b is TurretControllerData), required: true);
if (controllerData == null)
throw new InvalidLoadoutException("No compatible controller found for entity!");
var controller = ItemManager.CreateInstance(controllerProduct) as EquippableItem;
if (!entity.TryEquip(controller))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
}
else
{
// If a previously selected product fits, use that one (this is why we must process larger hardpoints first)
var entry = previousProducts
.FirstOrDefault(e => e.design.HardpointType == hardpoint.Type && e.design.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _));
var previousItem = entity.Equipment.FirstOrDefault(item => item.Data == entry.design);
if (entry.design == null) entry = RandomProduct<GearData>(hardpoint, 2);
if (entry.design == null) ItemManager.Log($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
else
{
var item = ItemManager.CreateInstance(entry.product) as EquippableItem;
// Matching hardpoints carry matching units: the same brand, workmanship, and parts
if (previousItem != null) CopyBuild(previousItem.EquippableItem, item);
if (!entity.TryEquip(item))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
previousProducts.Add(entry);
}
}
}
}
// Interior gear may use any free interior cell, including empty hardpoint cells
private void FillInterior(Entity entity)
{
var emptyShape = entity.UnoccupiedSpace;
var (cargoProduct, cargoData) = RandomProduct<CargoBayData>(3, item =>
!(item is DockingBayData) &&
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (cargoData == null) throw new InvalidLoadoutException("No compatible cargo bay found for entity!");
cargoData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
var cargo = ItemManager.CreateInstance(cargoProduct) as EquippableItem;
cargo.Rotation = cargoRotation;
if (!entity.TryEquip(cargo, cargoPosition))
throw new InvalidLoadoutException("Failed to equip selected cargo bay!");
emptyShape = entity.UnoccupiedSpace;
var (capacitorProduct, capacitorData) = RandomProduct<GearData>(2, item =>
item.Behaviors.Any(b => b is CapacitorData) &&
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
if (capacitorData == null) throw new InvalidLoadoutException("No compatible capacitor found for entity!");
capacitorData.Shape.FitsWithin(emptyShape, out var capacitorRotation, out var capacitorPosition);
var capacitor = ItemManager.CreateInstance(capacitorProduct) as EquippableItem;
capacitor.Rotation = capacitorRotation;
if (!entity.TryEquip(capacitor, capacitorPosition))
throw new InvalidLoadoutException("Failed to equip selected capacitor!");
}
// A second unit off the same line: same workmanship and the same parts, not a fresh roll.
private static void CopyBuild(CraftedItemInstance from, CraftedItemInstance to)
{
to.Quality = from.Quality;
to.Ingredients = from.Ingredients?
.Select(fill => new RoleFill { Role = fill.Role, Quality = fill.Quality })
.ToList() ?? new List<RoleFill>();
}
}
public class InvalidLoadoutException : Exception
{
public InvalidLoadoutException()
{
}
public InvalidLoadoutException(string message)
: base(message)
{
}
public InvalidLoadoutException(string message, Exception inner)
: base(message, inner)
{
}
}